L L4D2node

InfoChangelevel::IsEntitySaveable

0x00863a60 · 116 bytes · __thiscall

_ZN15InfoChangelevel16IsEntitySaveableEP11CBaseEntity

Decompiled

undefined (2 params)

/* InfoChangelevel::IsEntitySaveable(CBaseEntity*) */

undefined4 __thiscall InfoChangelevel::IsEntitySaveable(InfoChangelevel *this,CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  int *piVar3;
  int iVar4;
  
  uVar2 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
  if ((-1 < (int)uVar2) && (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0'))
  {
    piVar3 = (int *)CBaseEntity::GetRootMoveParent(param_1);
    cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
    if ((cVar1 == '\0') &&
       (((uVar2 & 2) != 0 ||
        ((*(int *)(param_1 + 0x80) != 0 && (iVar4 = CBaseEntity::IsDormant(param_1), iVar4 == 0)))))
       ) {
      return 1;
    }
  }
  return 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)